Implementor Erelei Posted September 18, 2013 Implementor Report Share Posted September 18, 2013 Typos: -Fixed a tattoo typo (player suggested) Bug fixes: -Unlimited ammo launchers not shooting back bug fixed. Code checked to see if there was a quiver of ammo before weapon shot back. Unlimited weapons don't need quivers. Check added. -age removes other forms of haste, as was intended. -Cultivate increasing items held fixed. -Work-around to putting rare items into a backpack has been fixed. -Owner only items being able to be put into bags when using "put all" has been fixed. -Standards on ground causing a crash has been zapped. -Drug addiction now affects gladiators and barbarians (but not warmaster inductees, or warmasters who haven't chosen a sub-cabal) -Royals can now save the string of their guard where before they couldn't (checked to see if in cabal before saving, before.) -Arms Legend removable socket bug zapped (if weapon/armor had socket in it before arms legend, would revert to previous name if socket removed after arms legend used) -HUGE bug with tattoos zapped. (tattoo's weren't being set right in pfiles, since max_tattoo in merc.h didn't reflect actual tattoos) -death by execution now properly removes bloody timer/fight timer. (you can quit immediately after execution, now) -chii bolt properly removes bone wall now -faction talk no longer sends "someone faction talks" unless you're the culprit behind the skill causing it. -shoulder smash "crushed wrist" affect now properly affects all classes. -fear affect affecting vampires, liches, and other undead has been remedied. -thrust has been fixed for vampires (sometimes 0 lag was returned). -deity_lookup not working (ever), has been re-written. -Pets not getting thrown out of cabal when cabal enemy/other cabal member quits has been zapped. -Hanged Man tarot card now listed as 'negative'. -Virtuous light can no longer affect evils. -Eagle-eye perk properly increases range by 1. -Phylactery messages fixed for full phylacteries (x2) -Fixed Final Parting so that it works as it should. (player suggested) -Fixed a looping crash caused by the arena. -Small decobru quest hiccup fixed. -Fixed a typo with Phee's eyes. -Ghregory made noncombat again. (reroll bug) -underwater flags removed from several rooms in Falen Dara -Stopped the Puppetmaster's eyes from dimming too many times. Once is enough. Class: -Drow and Elf blademasters gain +1 dex and +1 con. They also gain mastery in dodge, vigil, and meditation. In addition, their critical strikes land with 20% more accuracy. -Blademaster Guildmasters no longer recognize humans & gnomes as candidates for training. -Drow and Elf blademasters learn anatomies twice as fast as their other comrade blademasters. -Blademasters lose acupuncture and gain healing. -Deathweaver requires a two-handed weapon, now. -Doomsinger has received a significant buff. -liches can once again paralyze with their life drain (at a smaller chance) -monks have had their chance to paralyze with life drain reduced. -bone wall no longer acts as a protective shield. -chii bolt (level 3) is now random lag. -chii bolt (level 3) now removes iron will. -chii bolt (level 3) now removes bone wall. -shoulder smash revamped for crusaders. -death grasp and power word kill have been slightly tweaked (death grasp has a two round lag (one round when it fails) now, if you fail to pwk someone, your chance decreases properly now) -additional damage high sight crusaders get when using a vuln weapon on a vuln race reduced Race: -Halflings lose some of their resistance, and gain a slight vulnerability to weapons. Eq: -Small egg from Decobru changed slightly to avoid abuse issues. (player suggested) -Several weapons had missing flags added (demon pit, player inspired) -allowed count of demon pit high-end weapons raised -weight for two of the demon pit high-end weapons fixed -twohanded flag added to demon-pit staff -Levels adjusted for some items sold by the Q-A Tinkerer (player suggested) -red and white staff cast level changed to match nymph heart's level. -nymph heart's description changed -blood red elixir (Fort Blackwatch) replaced by recall potion -Dropped a pit weapon's average damage to be more in line with other weapons of it's type. Quests: -Decobru secret quest adjusted cosmetically. -The Demon Pit Imp should properly return weapons if you lack sufficient vellum. -The Demon Pit Imp will now tell you how much vellum is required per upgrade. -The Puppetmaster Quest in the Demon Pit works properly now (and will spawn the necessary key). Cabals: -You can now pick up enemy cabal standards if they happen to fall to the ground. -Skills which go above 100 due to perks no longer drop back down to 100 when inducted into a cabal, if they're above 100. Areas: -You can unlock a door both from the inside and outside in Decobru now. -Vellum spawn rates have been adjusted (demon pit). -The Great Black Dragon will now prevent passage to it's brood while it has the ability. -Repair shop in Falen Dara has been made useful, a guard at the entrance has been added. -No_inout flag added to the imp room in the demon pit. -Pitlord Agro'ves has had his steroids taken away. He should me somewhat more manageable now. -The Demon Pit Puppetmaster has been eating his wheaties. Other: -Owner only weapons/armor no longer count toward the number of items in your inventory. -History command added. -Voodoo now strips diplomacy, and makes you bloody as if you attacked char you're voodooing. -Royals "royal escort" command re-coded. -Group range increased to +/- 10 levels (player suggested) -Bio now lists the Race of a restring. (bio ) -Faction list for Breaker works properly now. -The following religious tattoos have been empowered & updated: --Compassion, Purity, Tranquility, Scourge, Cycle, Necropsy, Neutrality, Combat, Nature, Church, and Lloth. -new flag: JOURNEYMAN (help Journeyman) Link to comment Share on other sites More sharing options...
Grim Reaper Posted September 18, 2013 Report Share Posted September 18, 2013 Change Log for Player Replies Bump to Top Link to comment Share on other sites More sharing options...
f0xx Posted September 18, 2013 Report Share Posted September 18, 2013 Thanks for the detail. Repair shop in Falen Dara has been made useful, a guard at the entrance has been added. I hope that is what I am thinking it is Link to comment Share on other sites More sharing options...
Enethier Posted September 18, 2013 Report Share Posted September 18, 2013 -Hanged Man tarot card now listed as 'negative'. :D As small a step as it may seem, that is a pretty significant bug fix. Link to comment Share on other sites More sharing options...
Implementor Volgathras Posted September 19, 2013 Implementor Report Share Posted September 19, 2013 From all of us, to all of you... Link to comment Share on other sites More sharing options...
Atticus Posted September 19, 2013 Report Share Posted September 19, 2013 great now I wont die in Falen Dara. Link to comment Share on other sites More sharing options...
Dale Posted September 20, 2013 Report Share Posted September 20, 2013 The Puppetmaster Quest in the Demon Pit works properly now (and will spawn the necessary key). Love this! Link to comment Share on other sites More sharing options...
Imoutgoodbye Posted September 21, 2013 Report Share Posted September 21, 2013 They are all sinners! These heretics and blasphemers deserve none of this until they have been wrapped in barbed wire and rolled through Tongar's salt mines! Until they have begged the unquenchable mercy of Anume! Until they bask in the word of Virigoth! Unworthy curs! Repent! Link to comment Share on other sites More sharing options...
Enethier Posted September 21, 2013 Report Share Posted September 21, 2013 Valek take your meds Link to comment Share on other sites More sharing options...
f0xx Posted September 21, 2013 Report Share Posted September 21, 2013 Dat Teemo! Link to comment Share on other sites More sharing options...
Ayroduth Posted October 19, 2013 Report Share Posted October 19, 2013 Sticky this with the other change log please. Link to comment Share on other sites More sharing options...
Mali Posted October 20, 2013 Report Share Posted October 20, 2013 -Liches nerfed :tongue: Link to comment Share on other sites More sharing options...
tassinvegeta Posted October 21, 2013 Report Share Posted October 21, 2013 Was wondering. How come Humans and Gnomes can no longer be blademasters? Seems quite unprecedented that a human is now banned from a guild when they were always open to each of them. Link to comment Share on other sites More sharing options...
f0xx Posted October 21, 2013 Report Share Posted October 21, 2013 That's rather strange indeed actually. That means no more undead blademasters? Link to comment Share on other sites More sharing options...
Implementor Anume Posted October 21, 2013 Implementor Report Share Posted October 21, 2013 Blademasters are a class for high dex races, neither gnomes nor humans match this requirement. Link to comment Share on other sites More sharing options...
f0xx Posted October 21, 2013 Report Share Posted October 21, 2013 Dwarves/duergars do? Link to comment Share on other sites More sharing options...
Mister E Posted October 21, 2013 Report Share Posted October 21, 2013 Dwarves? Duergars? edit: Damn you foxx Link to comment Share on other sites More sharing options...
Grimulfr Posted October 21, 2013 Report Share Posted October 21, 2013 We just didn't know what f0xx would play if we took dwarf blademasters out. Link to comment Share on other sites More sharing options...
f0xx Posted October 21, 2013 Report Share Posted October 21, 2013 Low blow Link to comment Share on other sites More sharing options...
Dale Posted October 21, 2013 Report Share Posted October 21, 2013 I disagree with it being a high dex class, yes shadowdancer should only be used when your dex is higher than your str but honestly, I think Foxx said this actually, that when shadowdancer seems useful, there usually is a better stance to use. Humans should be able to be all classes. Gnomes I could care less about but I say we let them back in too. While we are at it we should let all races be warriors, we could all get a few kicks out of that. (Illithids too:D ) Link to comment Share on other sites More sharing options...
Pali Posted October 21, 2013 Report Share Posted October 21, 2013 It does seem a bit strange to me to have a class that humans can't be... Link to comment Share on other sites More sharing options...
tassinvegeta Posted October 21, 2013 Report Share Posted October 21, 2013 Also has it been revealed what slight vulnerability to weapons that halflings have now? Is it stated in the helpfiles maybe? Link to comment Share on other sites More sharing options...
Dale Posted October 22, 2013 Report Share Posted October 22, 2013 I'm assuming blunt. But I may be wrong. Link to comment Share on other sites More sharing options...
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